
GAME VISUALS
Many slot games, built solo: illustration, Spine2D animation, art direction.
For 11+ years I've worked across every kind of game project: slots, gamification and rich animation, which in practice means hundreds of icons, symbols and interface elements designed as consistent sets, readable at small sizes, to strict technical specs.
Big Brother Dice
For this Dice game, I built on the world of the show it's named after, Big Brother. Officially licensed by Banijay, the game drops players into the brand and promises big payouts for backing the right contestant out of four mystery guests.
Witches Bonanza
Set in a fantasy world laid waste by four powerful sorceresses. The gods have taken back control, and you switch between four characters standing in for the four card suits: spades, clubs, hearts, diamonds. Stack as many symbols as you can to grow your win.
The grid on this one is unusually large, so the challenge was to keep the Candy Crush pull of mobile gaming while running a more serious, semi-realistic world with polished anime characters. I designed each character to carry her suit in an unexpected way, through her own style and posture, and gave each one her own signature: the weapon or object she uses shows up on the grid.

Casino Hold'em Poker
My experience put me in charge of the entire visual production pipeline. This Poker game is one result: I led the core game visuals, card design, and rich UI animation, and brought smart ideas to sharpen a classic players already know by heart.
Robo Santa Factory
Ever wondered who's actually building the presents you unwrap at Christmas? Robo Santa Factory gives you a few answers.
This is the only game in this list I didn't make alone. I built it with Jérémy Jacot, another designer on my team. I animated the range of characters and symbols from this colourful game.
Kyuto Park
Set in a cartoon fantasy world built around a children's theme park, these little animated animal plushies promise big wins with cute animations and a Japanese-inspired chibi style. The game clearly targets mobile: glossy and eye-catching, bright colors, animation loaded with visual effects.
Alien Kompact
What if, for once, you played the villain?
This glossy space dice game follows an evil alien who captures harmless creatures and turns them into highly flammable fuel for his planet-destroying laser.
I produced the design across mobile and desktop, the coloured symbols, and a character delivered as a full kit of separate parts, so every element could be rigged and animated in Spine 2D consistently and with room to adjust.

Triple Wheels
Three wheels. Three times the fun, three times the chance to win big.
I built this one in my early years of game production at Gaming1, and I wanted it to capture what pulls players to the machines on a physical floor: multicolored wheels, Wheel of Fortune style, where the labels and the colors do half the work of building excitement. So the direction leans hard on the numbers, with textured, eye-catching type, a retro streak it makes no apology for, and the promise of multiplying what you win.

Fire Twister
Remember the Twister movie? That's the spirit: Kansas plains, tongue firmly in cheek.
This time I decided to go with an iconic, realistic but slightly stylised universe, while keeping the opportunity for playing with rich tones. I wanted the heavy sky just before a storm breaks over the plains.
I built a wide range of Spine2D animations to bring the games and slots to life.
